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#version 330
#if defined VERTEX_SHADER
uniform mat4 modelview;
uniform mat4 projection;
in vec3 in_position;
in vec3 in_normal;
in vec2 in_texcoord_0;
out vec2 uv;
out vec3 normal;
out vec3 pos;
void main() {
vec4 p = modelview * vec4(in_position, 1.0);
gl_Position = projection * p;
// // We don't need to rotate normal matrix in this situation
// mat3 normal_matrix = transpose(inverse(mat3(modelview)));
// normal = normal_matrix * in_normal;
normal = in_normal;
uv = in_texcoord_0;
pos = p.xyz;
}
#elif defined FRAGMENT_SHADER
layout(location=0) out vec4 out_color;
layout(location=1) out vec4 out_normal;
layout(location=2) out vec4 out_position;
in vec2 uv;
in vec3 normal;
in vec3 pos;
uniform sampler2D texture0;
void main() {
out_color = texture(texture0, uv);
out_normal = vec4(normalize(normal), 0.0);
out_position = vec4(pos, 0.0);
}
#endif
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